Thursday, October 31, 2013

OUTER WARD GROUND LEVEL 29 DOG HANDLER'S ROOM.

29 DOG HANDLERS' ROOM.  Ten cots, now foul, stained, and unkempt, are in this otherwise comfortable wood paneled room. Several of the original occupants are still here, six gralkin:

Blue Jay (AC 10; MV 12"; HD 1-6 hit points; hp 4; #AT 1; D Spear; XP 9) bag tied with a piece of leather cord hangs around his neck, containing 6 copper pieces and 4 silver spanners

Flamingo (AC 10; MV 12"; HD 1-6 hit points; hp 2; #AT 1; D Footman's mace; XP 7)

Mallard (AC 10; MV 12"; HD 1-6 hit points; hp 4; #AT 1; D Battle axe; XP 9)

Rooster (AC 9; MV 12"; HD 1-6 hit points; hp 5; #AT 1; D Short sword; XP 10) normal shield

Sparrow (AC 10; MV 12"; HD 1-6 hit points; hp 2; #AT 1; D Spear; XP 7)

Swan (AC 10; MV 12"; HD 1-6 hit points; hp 6; #AT 1; D Long sword +1; XP 11)

Under one of the cots is an iron-bound chest containing 42 gold crescents, 14 silver spanners, 56 copper pieces and a single ruby earring (worth 125 gold crescents).

Wednesday, October 30, 2013

OUTER WARD GROUND LEVEL 28 WORKROOM.

28 WORKROOM. This rough stone room was once used to effect simple repairs of metal items, especially chains and manacles. A fire pit, now cold and desolate with gray ash, is located in the center of the floor. Wooden tables and racks for holding tools are present. Three large metal vats were once used to hold water and a free-standing hand pump is still here. It works and gives good clean water. Hammers, anvils, and chains are in abundance, along with various metallic tools, such as shovels, tongs, eating utensils, etc. in various states of disrepair.

Tuesday, October 29, 2013

OUTER WARD GROUND LEVEL 27 SERVING ROOM.

27 SERVING ROOM. This room served as a place to keep food, before moving it to Room 35. Two pump faucets are against the east wall, one is painted blue and the other red. There are several solid wooden tables and cabinets. A large sack of sugar has spilled on the floor and scores of normal ants are present. A barrel marked by a painted black 'X' is in the northeast corner.

The faucets once provided cold and hot water, but are now dry.

Searching the cabinets will reveal a keg of sour wine, two small sacks of sea salt, and wooden cutlery.

The barrel marked 'X' contains wads of cotton. If it is searched, adventurers will discover a small bag of purple velvet. Inside is a bottle of excellent brandy worth 20 gold crescents. Wrapped around it is a thin gold chain valued at 8 gold crescents. Also in the bag is a small brass mood ring which turns black when the wearer is frightened, red when the wearer is angry, yellow when the wearer is happy, and white when the wearer is sleeping.

Monday, October 28, 2013

OUTER WARD GROUND LEVEL 26 WASH ROOM.

26 WASH ROOM. The floor is covered by gray mold. Six rather primitive toilets are present in the north wall. The alcoves each contain a board with a hole. Waste enters into a drainage system. Because this system is not currently working in the Outer Ward this place smells foul.

Should any characters step into the room, they will cause spores to erupt from the mold on the floor. Characters in the room must save versus poison or endure a fit of loud hacking and choking for the next 1-6 rounds. This will call for one additional wandering monster check.

Sunday, October 27, 2013

Saturday, October 26, 2013

OUTER WARD GROUND LEVEL 24 FOUNTAIN.

24 FOUNTAIN. The walls and floor of this room are made from tightly fitting pieces of red veined black marble. This room features a blood red stone fountain of a beautiful black marble nymph pouring water from an vase. The flow is barely a trickle, and the water is green and foul. Four gralkin are here:

Owl (AC 10; MV 12"; HD 1-6 hit points; hp 3; #AT 1; D Short sword; XP 8)

Peacock (AC 10; MV 12"; HD 1-6 hit points; hp 2; #AT 1; D Hand axe; XP 7)

Snipe (AC 10; MV 12"; HD 1-6 hit points; hp 3; #AT 1; D Spear; XP 8)

Thrush (AC 9; MV 12"; HD 1-6 hit points; hp 4; #AT 1; D Long sword; XP 9) normal shield


Friday, October 25, 2013

NEW MONSTER: GRALKIN

GRALKIN

FREQUENCY: Very rare
NO. APPEARING: 1-20
ARMOR CLASS: See below
MOVE: 12”
HIT DICE: 1 to 6 hit points
% IN LAIR: 50%
TREASURE TYPE: See below
NO. OF ATTACKS:
DAMAGE/ ATTACK: By weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Fighter 0
INTELLIGENCE: Low
MORALE: 50%
ALIGNMENT: Chaotic (neutral or evil)
SIZE: M
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: I/ 5 + 1/hp

Gralkin are simply normal humans who have been cursed with the head of a bird. These creatures range in small groups or individually. It is quite possible for a gralkin with character levels as a fighter, etc. to exist, and such are occasionally found leading a band of these things. The magic curse has also been successfully applied to such creatures as dogs and ogres, with expected resultant changes to the above statistics.

Beings changed in this way gradually adopt a chaotic alignment and generally lose their ability to cast spells due to a diminished intellect. Creatures of any good or neutral alignment usually (65%) become chaotic neutral in the span of two weeks if this curse is not cured by means of a remove curse spell. Occasionally (35%) they will turn to chaotic evil in the same span of time. Evil characters always turn chaotic evil, if they were not already.

The type of bird head received varies with the character. In some cases fanciful, prehistoric, or rare bird heads are gained. Gralkin gradually (over the course of a year or so) lose interest in such things as clothing and money. Unless armored, they will normally have an armor class of 10. They do value weapons, although such will be poorly looked after.

OUTER WARD GROUND LEVEL 23 TAPESTRIES.

23 TAPESTRIES. Unlike the tapestries that have been rotting away in the storeroom, each of the seven tapestries of hunting scenes hanging in this room is worth between 101 and 200 gold crescents (1d100+100). They are all bulky and each weighs about 700 gp weight.

Thursday, October 24, 2013

OUTER WARD GROUND LEVEL 22 STOREROOM.

22 STOREROOM. This room was once used to hold superfluous furnishings. Many musty old rugs, odd pieces of furniture, and six rolled tapestries are present. The items are bulky, moldy, and of no value. Some talon goblins have holed up here. They were part of a group out exploring and were attacked by gralkin. These three survivors are nervous and aggressive.

Talon Goblin 1 (AC 6; MV 6"; HD 1-1; hp 3; #AT 1; D Spear; XP 13) 4 silver spanners

Talon Goblin 2 (AC 6; MV 6"; HD 1-1; hp 4; #AT 1; D Short sword; XP 14) 17 silver spanners

Talon Goblin 3 (AC 6; MV 6"; HD 1; hp 6, #AT 1; D Hand axe and dagger; XP 16) 12 silver spanners

Wednesday, October 23, 2013

OUTER WARD GROUND LEVEL 21 GRAY TILED ROOM.

21 GRAY TILED ROOM. This large room has a slate floor. There is wooden moulding near the ceiling decorated with grape vines and fruit. Stairs go down to a passage leading to Room 14 on the Lower Level.

Tuesday, October 22, 2013

OUTER WARD GROUND LEVEL 20 ROOM OF THE BIZARRE.

20 ROOM OF THE BIZARRE.  The most distinct feature of the room are the stone faces carved into every inch of the walls, floor, and ceiling. They are all human sized and are either laughing, scowling, or crying. In fact they are identical to those found on the statue in Room 4. The room is otherwise filled with rags, dirt, and other garbage. Under the garbage in the southwest corner is a giant centipede. There are no windows.

Giant Centipede (AC 9; MV 15"; HD 1-2 hit points; hp 2; #AT 1 bite; D Nil; SA Poison; XP 32)

Monday, October 21, 2013

OUTER WARD GROUND LEVEL 19 CARPENTER'S ROOM.

19 CARPENTERS ROOM. The floor of this room is made of the same yellowish tan wood as that in Room 18. Tools along with tables and chairs for woodworking are present. Any tools which could conceivably be used as weapons are long gone. Five rather large windows made of plain glass are here. They appear to have been streaked with a thick and foul-smelling resin, as if deliberately.

Sunday, October 20, 2013

OUTER WARD GROUND LEVEL 18 COFFINS.

18 COFFINS.  This room has sickly sweet pine scent and a yellow-tan wood floor. Six fully assembled coffins, four partially assembled coffins, and many pieces of cheap pine planking able to make a dozen more are present. Three of the coffins are occupied by animated human skeletons which will attack if disturbed.

3 Skeletons (AC 7; MV 12"; HD 1; hp 3, 5, 6; #AT 1; D 1-6; SD Sharp weapons score half damage only, limited spell immunity; XP 17, 19, 20)

Saturday, October 19, 2013

OUTER WARD GROUND FLOOR 17 EXECUTION CHAMBER.

17 EXECUTION CHAMBER. The horrid stench of dried blood and rotting remnants of flesh mark this room. The stone floor and white plaster walls are bloodstained, and gore besmirched wooden blocks are present, once used for resting the head before execution. Chains and manacles line the walls. Small grates are present in the floor, but are not sufficient to catch all the blood that has been spilled in this room.

Friday, October 18, 2013

OUTER WARD GROUND LEVEL 16 EXECUTIONER'S TOOLS.

16 EXECUTIONER'S TOOLS. The oils and rusting metal in this room have an overpowering and disturbing smell, for this dark and depressing space holds dozens of rusted but serviceable heavy axes suitable for the duties of execution by beheading (treat as bardiches). The axes are located on racks lining the walls, while the other oils and sharpening tools are found on a worktable that lies along the north wall, east of the entrance in the wall.

Thursday, October 17, 2013

OUTER WARD GROUND LEVEL 15 ROOM OF THE SIX ARCHES.

15 ROOM OF THE SIX ARCHES. This large and grand room contains a deep, lush red carpet that is now stained by mud and blood. The carpet is located centrally, occupying an area that is 20 feet by 40 feet. Smaller 3 foot wide portions of carpet connect each arched entrance to the central carpet. The portion of the floor that is not carpeted is an attractive yellow wood which is scored by metallic indentations. Anyone who steps onto the un-carpeted surface must save versus paralyzation or suffer 1d4 damage, as an electric current runs along the metal portions. Characters in metal armor save at -4, while characters wearing leather boots or similar protections save at +2.

Wednesday, October 16, 2013

OUTER WARD GROUND LEVEL 14 HOLDING PEN.

14 HOLDING PEN.  The door is barred from the south, making it easy for characters to enter if they just remove the bar. Inside, no windows are present and the room is very dark, as if under the effect of a permanent darkness spell. No normal or magical light will work unless a light, continual light, or dispel magic spell is used to dispel it. This darkness is intentional, created to bring despair to the victims.

When ruin came to the castle, thirteen prisoners were forgotten here and left to die of hunger and thirst. Their unanimated skeletal remains are all that is left of them. As the adventurers explore the room they will feel the crunch of their bones beneath their feet.

Tuesday, October 15, 2013

OUTER WARD GROUND LEVEL 13 DINING AREA.

13 DINING AREA.  Ruined, stained, and broken wooden tables and chairs are scattered about. Metal plates, bowls, and eating utensils litter the floor. Six dementings are poking around the place.

6 Dementings (AC 8; MV 12"; HD 1-4 hit points; hp 2, 2, 3, 3, 3, 4; #AT 1; D 1-3; SD Immune to sight-based attacks; XP 9, 9, 10, 10, 10, 11)

They will investigate the sound of combat with the rats in Room 12.

Monday, October 14, 2013

OUTER WARD GROUND LEVEL 12 GRAY ROOM.

12 GRAY ROOM. The walls, floors, and ceiling are painted a dull gray over the stone surface. Five giant rats occupy this room and the floor is a filthy and unsanitary mess of droppings.

5 Giant Rats (AC 7; MV 12"//6"; HD 1-4 hit points; hp 1, 2, 2, 3, 3; #AT 1 bite; D 1-3; SA Disease; XP 8, 9, 9, 10, 10)

The rats have created a foul nest in the southwest corner out of pillows, blankets, discarded clothes and paper trash.

Sunday, October 13, 2013

OUTER WARD GROUND LEVEL 11 OFFICE OF THE INSPECTOR.

11 OFFICE OF THE INSPECTOR. The inspector was the officer most directly responsible for the prisoners on their arrival. In addition to his desk and chair, he had a two chairs for visitors. Both of these sturdy wooden chairs have guards to hold the necks and wrists of their occupants firmly in place. The room has an unpleasant musty smell and is heavily cobwebbed. The two windows are typical of those in this area. 8 silver spanners are embedded in a big lump of red wax on the underside of the desk.

Saturday, October 12, 2013

SARCOY CURRENCY

Sarcoy is the nearest city-state to the Castle and Sarcoy makes three kinds of minted coins:

The gold coin is known as the gold crescent because on the tail aspect there is a crescent moon. The head aspect shows the profile of the monarch in whose reign the coin was minted.

The silver coin is known as a silver spanner, just like the silver coins of several other nearby kingdoms. It portrays the profile of the monarch on the head aspect and a songbird on the tail aspect.

The copper coins are simply called copper pieces, or coppers for short. They depict a fish on both sides.

The above is for flavor only and to explain the naming used in the dungeon. Feel free to ignore it.

OUTER WARD GROUND FLOOR 10 OFFICE OF THE UNDERSECRETARY.

10 OFFICE OF THE UNDERSECRETARY.  This room smells like decaying flesh. It is the office of the undersecretary, a zombie, once the aide to the under-captain.

Zombie (AC 8; MV 6"; HD 2; hp 8; #AT 1; D 1-8; SA Always lose initiative; SD Limited spell immunity; XP 36)

The key to Room 27 on the First Floor of the Outer Ward hangs around his neck. There are two windows similar to those in the under-captain's room. This room sports more a modest desk and chair and a much larger bookcase. While the logs in the under-captain's room are surveys and annual reports, those in the undersecretaries office describe more detailed day to day operations. These logs are infested with normal vermin (centipedes, earwigs, silverfish, and so on).

Friday, October 11, 2013

OUTER WARD GROUND LEVEL 9 OFFICE OF THE UNDER-CAPTAIN.

9 OFFICE OF THE UNDER-CAPTAIN.   A huge desk sits with a massive wooden chair that faces the door. Crumpled beneath the desk is the moldering corpse of an obese man. It wears a golden chain of office valued at 50 gold crescents around its putrid neck. If the corpse is disturbed, three cadaver spiders will emerge from its chest cavity, surprising on a 4 in 6.

3 Cadaver Spiders (AC 7; MV 9"; HD 1-4 hit points; hp 3, 2, 2; #AT 1 bite; D 1-4; SA Pain; XP 10, 9, 9)

A small bookcase on the west wall holds technical ledgers about the slave trade and prisoner processing. A second shelf holds execution logs (these pages are bloodstained). There are two large and graceful (though dirty) windows of plain glass, each of which is hinged to open (both are currently closed).

Thursday, October 10, 2013

OUTER WARD GROUND LEVEL 8 SECURITY STATION.

8 SECURITY STATION. There are thick cobwebs in the corners and a strange cloying ammonia smell. The walls are plastered over an unpleasant orange-yellow, dirtied with age and neglect. Numerous poorly made tables and chairs occupy the area. A desk is next to the north door – a station for a guard to restrict access to the offices of the notables in Rooms 9 to 11. It has been turned on its side and one of the legs has been torn off. The chair that accompanies it contains a human skeleton wearing leather armor +1.

Wednesday, October 9, 2013

OUTER WARD GROUND LEVEL 7 AUCTION BLOCK.

7 AUCTION BLOCK. This room holds a central raised wooden construct (twenty feet by twenty feet), with wooden stairs. The construct stands ten feet above the floor. This block was used for auctioning off prisoners as slaves and had a trapdoor (it was occasionally equipped with a gallows for public hangings). The walls are of white plaster and the room has with many cressets in the wall to hold torches, although only three torches remain. The floor is made of wooden planks, which make a loud creaking to even the slightest change in weight. This large room seems to be favored by the denizens of the place and random encounters are twice as likely to occur.


Tuesday, October 8, 2013

OUTER WARD GROUND LEVEL 6 HOLDING ROOM.

6 HOLDING ROOM. Cobwebs and mold are thick throughout this unfurnished room and there is an unpleasant musty smell. Prisoners could be chained to any of the many iron rings embedded in the walls and were kept here while awaiting inspection in Room 7. There are three windows in the north wall similar to those found in Room 5.

Monday, October 7, 2013

OUTER WARD GROUND LEVEL 5 SHOWERS.

5 SHOWERS.  Four dementings are lapping up water from the floor.

4 Dementings (AC 8; MV 12"; HD 1-4 hit points; hp 4, 2, 2, 1; #AT 1; D 1-3; SD Immune to sight-based attacks; XP 11, 9, 9, 8)

Rooms 5 and 6 are approached by a wide hallway north of the Triskelion statue. Room 5 was used for shaving and washing down prisoners with ice cold water before they entered the prison. This was done to humiliate them and remove parasites. Buckets are present and pumps stand out from the walls. Because the water system is not functioning in the Outer Ward, the pumps no longer work, but they do drip water. Drains are present in the gray tiled floor and three small intact thick glass windows are present near the ceiling.

Sunday, October 6, 2013

OUTER WARD GROUND LEVEL 4 ROOM OF THE TRISKELION STATUE.

4 ROOM OF THE TRISKELION STATUE. This room is dominated by a three faced, three legged, and three armed marble statue. One face is scowling (east), one is laughing (northwest), and one is crying (southwest). The hands hold a staff, a sword and a nine tailed whip. Each head is wearing a forward pointing Phrygian style cap. The dressing is a skirt-like garment and the three masculine chests are bare. Indentations in the walls around the room were meant to hold eight metal rods, each about the size of a torch and each lit by a continual light spell. Only two remain. The floor is of polished gray marble, and the walls are made of similar stuff. The ceiling is white plaster and is eighteen feet high.

Saturday, October 5, 2013

OUTER WARD GROUND LEVEL 3 RED WOOD PANELED ROOM

3 RED WOOD PANELED ROOM. The walls and floors of this spacious room are decorated in attractive red paneling. The room is heavily cobwebbed but has a pleasant smell due to the wood. The stairs lead down to Room 1 of the Lower Level and up to Room 1 of the FirstFloor. There are six intact windows of dirt-streaked glass, three in the north wall and three to the east.

Friday, October 4, 2013

OUTER WARD GROUND LEVEL 2 GUARDROOM.

2 GUARDROOM. This room is always very cold. Four windows are in the east wall and another two are in the south. Each window once featured stained glass but now all are broken. The wooden crown moulding is oak leaves in relief. A patch of straw is in the northeast corner and two kegs of lighting oil (still good) are in the northwest corner. A large fireplace is in the southwest corner. As characters approach the fireplace, they get colder and colder and will feel strangely uncomfortable, but they will not take any physical damage.

NEW MONSTER: CADAVER SPIDER

CADAVER SPIDER

FREQUENCY: Uncommon
NO. APPEARING: 2-7
ARMOR CLASS: 7
MOVE: 9”
HIT DICE: 1 to 4 hit points
% IN LAIR: 95%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1-4
SPECIAL ATTACKS: Pain
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: As non-intelligent monster
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: I/ 7 + 1/hp

These foul spiders are about the size of a giant rat. They feed on corpses, burrowing into the body and consuming organs from the inside. The cadaver spider attacks with a weakly poisonous bite, causing 1-4 hit points of damage and inducing a painful response in the victim. The character must save versus poison or experience such searing pain that they will attack at -4 “to hit” for the next 2-5 hours. These creatures are immune to the paralysis of ghouls but will nonetheless flee from these carrion-eaters.

NEW MONSTER: TALON GOBLIN

Talon Goblin

FREQUENCY: Rare
NO. APPEARING: 6-60
ARMOR CLASS: 6
MOVE: 6”
HIT DICE: See below
% IN LAIR: 40%
TREASURE TYPE: Individuals K;O,X in lair
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: By weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Fighter 0 to 1
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
MORALE: 50%
SIZE: M (5' tall)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: I/ 10 + 1/ hp
With missile weapon: I/ 14 +1/hp
Leader: II/ 20+ 2/hp
Leader with missile weapon: II/ 28 + 2/hp
Master goblin: III/ 35 + 3/hp
Master goblin with missile weapon: III/ 50 + 3/hp

Talon goblins live in loosely-knit groups and although they are often divided by infighting and factions they will usually have a nominal leader. Like the typical goblin, talon goblins prefer dismal and desolate areas in which to inhabit, often thriving in places one would think would fail to support life. They favor caves and ruins and dislike daylight attacking at -1 “to hit” in sunlight. They can see in complete darkness to 60'. Talon goblins have an average strength of 11, and so cause no additional damage in combat, although their leaders might.

A talon goblin of 1 to 4 hit points attacks and makes saving throws as a 1-1 hit die creature. Talon goblins of 5 to 8 hit points attacks and makes saving throws as a 1 hit die creature. If more than 10 talon goblins are encountered there will be a large leader type with a 9 to 11 hit points who will attack as a 2 hit die monster and have an armor class of 5. If encountered in their lair there will always be multiple leader types and a master goblin (3 hit dice, 12 to 17 hit points, and an armor class of 4) who will attack at +1 to damage due to strength score of 16.

Talon goblin females number 20% of the total encountered and fight as males. Talon goblins usually (70%) keep canine pets and guards: 3-12 war dogs (70%), 2-8 wolves (20%), or 2-5 worgs (10%).

Talon goblins both hate and envy humans, and when conversations occur between talon goblins and men, they will attempt to make a strong and clever impression. Unfortunately, due to the limited intellectual capacity of the typical talon goblin, they usually fail pitifully.

Talon goblins are equipped with whatever weapons they can find. They are poor miners and craftsmen and cannot make weapons or create homes of their own, leading to their reliance on natural caverns or human or demi-human ruins as homes.

Description: Talon goblins have lemon yellow skin and eyes with red conjunctiva and yellow irises. Males dress in leather garments typical of other goblins, while females prefer to copy human modes of dress. They stand somewhat taller than most goblins and are muscular with pronounced canine teeth. They do not wear shoes and it is thought that they get their name from their claw-like feet. They live for up to 40 years.

Tribal spell casters: Talon goblins are neither devout nor patient and are incapable of becoming shamans or witchdoctors. Occasionally, a talon goblin with a talent for magic is born. These talon goblins will be short and stout, having about the same dimensions as an obese dwarf. Such a goblin mage practices magic just as a human magic-user does, with regards to hit points, saving throws, spells, and so on. Goblin mages of greater than 5th level have not been encountered.


NEW MONSTER: DEMENTING

DEMENTING

FREQUENCY: Rare
NO. APPEARING: 5-20
ARMOR CLASS: 8
MOVE: 12”
HIT DICE: 1 to 4 hit points
% IN LAIR: 65%
TREASURE TYPE: O in lair
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1-3 or by weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Immune to sight-based attacks
MAGIC RESISTANCE: Standard
SAVE: Fighter 0
INTELLIGENCE: Semi- to low
MORALE: 50%
ALIGNMENT: Neutral evil
SIZE: S (3' tall)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: I/ 7 + 1/hp

These small bat-like humanoid creatures are annoying dungeon pests. They favor cold, gloomy areas like caves or subterranean complexes, although they will infest above ground human ruins as well.

Dementings can scratch, claw, and bite for 1-3 points of damage per round. They prefer to use weapons, such as daggers, clubs, and short swords, when they are available. They generally do not wear armor or clothing, although they will occasionally ape humans by wearing castoff rags or carrying items such as pouches, wineskins, and shreds of paper.

Dementings see by echolocation similar to bats, and by sensing electromagnetic fields. They are immune to sight affecting spells but can be deafened by very loud noises, audible illusions, and spells such as silence 15’ radius.

Female and males mix freely and have the same statistics. Dementings are notorious cowards and will flee readily if battle is going against them.

Dementings frequently serve more powerful monsters as laborers, fighters, and food sources. They prefer a diet of cave worms and insects, but will eat flesh, fruit, or most other organic material, including carrion.

There are rumors that well-fed dementings can reach enormous size.

Description: Dementings are three foot tall humanoids with hair and skin mottled between light blue and darker blue or purple. They have a head that resembles that of a bat, with overlarge ears, and grotesque empty blank skin covering their eyes. These creatures are hairless, gray, and wrinkled.

OUTER WARD GROUND LEVEL 1 ENTRANCE WAY.

1 ENTRANCE WAY. The entry way is approached by means of a sturdy wooden bridge over the outer trench. It is open to the elements and the cobblestones are littered with leaves, pebbles, bones, and pieces of trash. The outer doors have been forcibly removed and only the rusty hinges remain. A golden humanoid figure hangs by manacles above the archway leading into the castle proper. This undead creature is Armand Triskelion "The Golden Ghoul", a oracular gold-painted undead monster that resembles a ghoul.

Armand Triskelion, undead horror (AC 6; MV 0"; HD 5; hp 30; #AT 0; D Nil; SD +1 or better weapons to hit, regenerate 3 points/round; XP -)

Once a prince of the castle, he was mockingly painted in gold and left to rot after a dispute with other powerful inhabitants of the castle. Armand is cursed to always tell the truth, but he only answers in the shortest possible manner. He never volunteers information and his answers are often difficult to understand. He will never clarify answers that he gives. In short, he is cryptic and misleading. Nevertheless, Armand has an immense and inexplicable knowledge of the castle and dungeon.  Like his uncle Ambrogino, Armand was a devotee of Mordag, the God of Ghouls.

Outer Ward Ground Level Wandering Monsters

Roll for random encounters using 1d6 once every six turns. On a 1, there is an encounter. Double the odds if the group is making a lot of noise or in similar situations.

Random Encounters


1d12
Description
1
2
3
1d4+1 giant rats
4
1 large spider
5
1d2 zombies (human)
6-9
Place creature from nearby room
10
Place creature from distant room
11
Place creature from adjacent level
12
Dungeon Dressing

Cadaver Spiders
Cadaver Spiders (AC 7; MV 9"; HD 1-4 hit points; #AT 1 bite; D 1-4; SA Pain; XP 7 + 1/hp)

Dementings
Dementings (AC 8; MV 12"; HD 1-4 hit points; #AT 1; D 1-3; SD Immune to sight-based attacks; XP 7 +1/hp)

Giant Rats
Giant Rats (AC 7; MV 12"//6"; HD 1-4 hit points; #AT 1 bite; D 1-3; SA Disease; XP 7 + 1/hp)

Large Spider
Large Spider (AC 8; MV 6"*15"; HD 1+1; hp ; #AT 1 bite; D 1; SA Poison; XP 65 +2/hp)

Zombies
Zombie (AC 8; MV 6"; HD 2; #AT 1; D 1-8; SA Always lose initiative; SD Limited spell immunity; XP 20 + 2/hp)


Dungeon Dressing

Dungeon dressing can make a dungeon seem more realistic, adding points of flavor and miscellaneous details. When added sparingly, it can add to the dungeon. I have included dungeon dressing as part of the random encounter tables throughout the dungeon as an alternate to encountering monsters, if desired.

Use common sense when applying dungeon dressing. If the characters are in a room they could feel a gust of cold air, but a puddle of urine, corpse, or helmet would not suddenly appear from nowhere. Ignore if the result is incongruous.


1d10
Description
1
Gust of cold air
2
Small puddle of urine
3
Chlorine smell
4
Dagger hilt
5
Red wax drippings
6
Clump of dirty straw
7
Badly dented helmet
8
Scratching sound coming from random cardinal direction
9
Corpse of dementing (70%) or talon goblin (30%)
10
Bloody hand prints on the wall


Encounter Key: Outer Ward Ground Level

The Ground Level of the Outer Ward is the main entrance to the castle. It features a prison processing area, an auction block, and an execution chamber. The Inn of the Grinning Bear has its primary entrance on this level.

Barracks and lodgings for visitors are also present. The majority of the rooms are of dressed stone, with wooden beams supporting the ceilings. Ceiling height is generally twenty feet. As much of the level is exposed to the weather through broken windows, the place is damp and moldy. Most rooms have wrought iron cressets intended to hold torches, although few actual torches are to be found.

This floor plan follows the British convention, in which the floor above the ground floor is termed the first floor. In the American convention, the first floor and ground floor are synonymous. This Ground Level directly connects to the First Floor and the Lower Level of the Outer Ward and it also connects to the Ground Level of the Inner Ward.

A possible source of confusion exists in the stat blocks for animated skeletons and zombies. In cases where the undead monster has no available weapon, 1d6 or 1d8 is listed as damage. In cases where the monster does have a weapon, that is listed under damage. The Dungeon Master has the choice to use the weapon value or the 1d6 or 1d8, as they prefer.

There are many places where prisoners are being kept on this level and others. In these cases, the damage listed is "By Weapon Type" even though they are not armed. This is in anticipation that they may be armed by their rescuers.

FACTIONS:

TALON GOBLINS. Talon goblins are somewhat different from the standard goblin of the Monster Manual. They are chaotic evil goblins of yellow complexion and limited intelligence. A full description is provided here. The talon goblins are the principal inhabitants of the Ground Level, First Floor, and Second Floor. The master goblin, Straglietti (Ground Level Room 61), has great personal influence and his main lieutenant is Karpaccio (Ground Level Room 60).

Ulixes the goblin mage (Second Floor Room 39) is his main rival and his chief supporter is Scevelo (Second Floor Room 36). Most of the other talon goblins are true to their chaotic nature and readily switch allegiances between these two.

In addition to the talon goblins, other new monsters such as the batlike dementings, the corpse-loving cadaver spiders, and the bird headed gralkin can be found in the encounter keys or in the random encounter table.

Approach to the Castle

Castle Triskelion can be reached from the south by travel through a heavily forested region, though the road is well-made and has seen much travel.

About four miles from The Castle the way becomes a steeply ascending dirt road that travels through a fairly broad mountain pass. About a mile from The Castle, the pass narrows greatly and a ten foot high wall has been erected between the rising cliffs on either side. Two small towers are on either side of a fifteen-foot broad gate. The gate is made of wrought iron and is easily opened. From here the road changes from dirt to paved stone and the ascent is slightly less challenging.

As one approaches The Castle, the path forks and one part leads to the burned remains of the stables. The entrance to Room 8 of the Lower Level of the Outer Ward is obscured due to the huge amounts of broken and blackened timbers. The outside of The Castle is unpainted and the walls are made of dressed light to dark gray stone. The windows of the first floor and the second floor are clearly visible and the easternmost two towers of the third floor are also clearly seen. The Ground Level is reached by means of a very gradual ramp, at the top of which is a broad and strong wooden bridge leading to the entrance way, Area 1 of the Ground Level. This is the most likely entry point for the adventurers.

To the north of the ramp, there is a patch of grassy meadow that curves around the castle, extending as far west as Room 19 of the Ground Level, before the mountainside rises.

Brief History of Castle Triskelion

Castle Triskelion is a centuries old structure and the ancestral home of a wealthy and eccentric noble family, the Triskelions. Strangely enough, as well as being a residence, the Triskelions used the property as a prison for those many unfortunates who through ill-luck or crime aroused the anger of the inhabitants. 

The Triskelions ruled the neighboring territory as virtual despots, being by far the most powerful force in the region. The members of the Triskelion family were noted wizards and the local peasantry viewed them with superstitious dread. Following the collapse of the Jalluxian Empire several centuries ago, there arose many small and weak kingdoms: Fribourg, Sarcoy, Seals, and Wolhusen, among others. These monarchs were not capable of enforcing their will on the Triskelions, and indeed wished to avoid angering them altogether. Thus the Triskelions were free to engage in their mysterious pursuits unhindered.
 

In addition to their levies on the peasants, the Triskelions imported food and other raw resources into the castle in exchange for rare crafted items and expertly made tools. About three years ago, villagers from the nearby hamlet of Fostergaunt noticed that the merchants who had gone to trade with The Castle failed to return. An expedition was commissioned by the town elders and went to explore the cause. When the members of the expedition arrived at The Castle they found it dark and neglected. After seeing what was pinned to the wall at the main gate, they decided not to continue investigating. 

Some cataclysm.  Some horrid spell or experiment gone wrong must have caused this quick and utter fall. Without witnesses to speak of the event, the curious will have to explore The Castle themselves to find out the truth.
 

Since that time, bandits and other less savory things have stalked the vicinity of The Castle. Many brave bands of adventurers have sought their fortunes. Some returned with vast wealth, but most failed to return at all.

The Castle sits in the approach to the mountain range known as the Crim Zif, and it is about a two day journey from the nearest village, Fostergaunt. The nearest City is Sarcoy, about five days journey to the south of the village. The Castle is nestled among the lower peaks of the range, but immediately to the south there is forest, pasture-land, and some marshy areas. 

The above-ground structure of The Castle consists of two large portions, the Outer Ward to the east and the western Inner Ward. They are separated by a bridge over a swiftly flowing river which originates inside the mountain and which waterfalls into a small lake, there to continue and become a part of the River Aisling. Beyond the Inner Ward there are the pleasure gardens known as The Grounds. 

The Outer Ward is said to have four above-ground stories, as well as a lower level connected to the wooden stables. The Outer Ward was known for processing prisoners that would later be incarcerated in the dungeons below the Inner Ward. It contained a working tavern for visiting merchants and travelers and was also the site of a fantastic garden.
 

The Inner Ward served as the main residence of most Triskelion family members. It is a six story structure and is rumored to hold a gigantic banquet hall and an extraordinary library. Beneath the Inner Ward are the terrible dungeons where the unlucky and ill-favored were interned, tortured, or worse. 

It is thought there are at least ten level of dungeons beneath the Inner Ward. Here the Triskelions practiced their abominable sorceries and plotted against each other and their rivals in the world at large.
 

The Castle is currently inhabited by reckless bandits, foul humanoids, and perhaps surviving member of the Triskelion family. It is most certainly a place when many adventurers perish, but the fabled magical and worldly treasures of the Triskelions
 

First Post

I have known about blogging for a while, and thought that I would share my megadungeon and thoughts about AD&D.  Expect a post a day for each dungeon room, and additional posts on my interpretation of rules.